Modes Introduction

Inteng is split into a number of different modes, which are all accessed from the initial control mode. The modes are:

Control: This is the initial mode, and is mainly used for reaching the other modes. There are a few options that are put here since they didn't really fit anywhere else.

Texture map: This mode is for editing the properties of individual polygons, in particular texturing and polygon flags. In order to enter this mode, at least one rim file must have been added to the rif file, and inteng must be able to load all of the textures required.

Module linking: In this mode you can alter the module linking. Module linking tells the game what modules can be seen from any given location.

Adjacent Modules: This allows you to edit the module adjacency information, which is used by the AI.

Light sourcing: In this mode you can edit the prelighting data for a level, and also place runtime lights.

Object Placement: This mode is for placing objects, sounds and bad guys in the level.

Waypoint: This mode allows you to set up waypoint volumes for the AI. It is also used for combining modules into AI modules, and for adjusting entry points for modules.

Path: This mode is used for setting up paths of modules that can be used by the AI for patrol routes.

Hierarchy: This mode is used for viewing hierarchical animations. It is also used for setting key frame flags , and sound effects on hierarchical animations.

Strategy Data: This mode is used for assigning strategies to objects (example: creating switches and telling them what they should effect). It is also used for editing module flags (for no very good reason).